Demon's Domain
by Joseph Nicholson
from Your Computer August, 1982 page 35.

Once you have taken the first step on your journey through Demon's Domain there
is no turning back and only your wits and game-playing skills will save you 
from the gaping abyss which awaits all those who fail. The denizens of this 
subterranean realm will set you fiendish tasks and torment you with the hail of
barbs and the crusher. Egotistical gorillas and mad mathematicians are ready 
and waiting for you. All hope abandon, ye who enter Joseph Nicholson's program
for the 16K ZX-81.

Can you escape the Demon's Domain? You must find your way through a maze where 
you are confronted by all sorts of dangers. Unsavoury characters and gruesome 
tests conspire to ensure that you never gain your freedom.

The program is written with a master program and nine different subroutines. 
Each subroutine counts as one danger. When Move is displayed in the top right-
hand corner of the screen you move around the maze by using the cursor keys, 
5 to move left, 6 to move down, 7 to move up, and 8 to move right.

Demon's Domain can be made more fun by adding your own dangers. Here are a few hints
if you want to customise the program.

Line 520 indicates the number of danger routines in the program. At the moment 
the number it 9, one for each subroutine. Therefore, if another routine were 
added the number would have to be altered to 10.

Each routine goes up in steps of 500. 1000 is the first routine, 1500 the sec-
ond and so on. Therefore, another routine must start at 500 than the last one. 
The last danger routine currently starts at 5000.

The routine at line 50 gives quite a long delay, then clears the screen. This 
is useful when instructions are printed at the beginning of each routine.

If a player passes the danger, he goes to either line 140 or line 200. Line 140
gives a delay, clears the screen, before going on to line 200. If he fails to 
negotiate the danger he goes to line 9995. This is the lose routine.

The program structure.

Line		Descriptlon
2-40		Initialise
50-80		Delay subroutine
100-140		Print instructions
200-290		Print domain
300-570		Make move
		Check for a win
		Witch Edna routine
		Fall into an abyss routine
1000-1170	The egotistical-gorilla routine
150O-164O	Hail of barbs routine
2000-2190	The mad mathematician
2500-2700	Ths doors routine
3000-3120	The crusher routine
3500-369O	The gruesome-gambler routine
4000-4200	Baron McDread routine
4500-4670	The maniacal memory-tester routine
5000-5260	Demon-driver routine
9995-9999	Lose routine
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I didn't type-in this program but found it from some online source, I don't 
remember from where. I always thought the title of the game was "THE CREADED 
DEMONS DOMAIN" as the person who did type it in had a typo in line 100, "DREAD-
ED" became "CREADED". I did do the OCR text description though. "Nighmare Park"
is a commercial version of this games with more subroutines.
                                                              Greg Harder, 2017
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